AceField/Scripts/Player.cs

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using CodingLand.Scripts.Logic;
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using Godot;
namespace CodingLand.Scripts;
public partial class Player : CharacterBody2D
{
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private int _currentPlayerId = 1;
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[Export] public float MaxSpeed = 400f;
[Export] public float Acceleration = 500f;
[Export] public float Deceleration = 500f;
[Export] public float RotationSpeed = 5f;
[Export] public Camera2D PlayerCamera;
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[Export] public PlayerInput PlayerInput;
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[Export] public Timer PlayerDashCountdown;
[Export] public float PlayerDashAcceleration = 2f;
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[Export] public int PlayerId
{
get => _currentPlayerId;
set
{
_currentPlayerId = value;
PlayerInput.SetMultiplayerAuthority(value);
}
}
public void SetPlayerId(int id)
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{
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PlayerId = id;
PlayerInput.SetMultiplayerAuthority(id);
}
public override void _Ready()
{
if (PlayerId == Multiplayer.GetUniqueId())
PlayerCamera.Enabled = true;
}
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public override void _PhysicsProcess(double delta)
{
var input = PlayerInput.MovementDirection;
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if (input != Vector2.Zero)
{
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input = input.Normalized();
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Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
var finalRotation = input.Angle() + Mathf.Pi / 2;
Rotation = Mathf.LerpAngle(Rotation, finalRotation, RotationSpeed * (float)delta);
}
else
{
Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
}
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if (PlayerInput.IsDashing && PlayerDashCountdown.IsStopped())
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{
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PlayerInput.IsDashing = false;
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Velocity *= PlayerDashAcceleration;
PlayerDashCountdown.Start();
}
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Position += Velocity * (float)delta;
MoveAndSlide();
}
}